Pyjam
Premium Member
Yes, 5th "Sticky threads", just above.Is there an appropriate thread for this to go into, because I can’t find one..,
Please, post an example.
Yes, 5th "Sticky threads", just above.Is there an appropriate thread for this to go into, because I can’t find one..,
I believe i understand this. Also, really cool method! I think what you could also do is instead of inserting edges and then do F2L pair you could just insert a pseudo pair or just insert the edge and then do tols.R U’ L2 F2 B’ D2 R D2 B2 L’ D F’ B U2 R’
y’ x’// inspection
L2 R U L U’ R B2 D’// bad 2x2x2 8 HTM, 8 HTM
R’ F2 R2 F2 R2 U F’// Psuedo block, wrong 2x2x1 7 HTM, 15 HTM
U’ R U2 R’ U2// Roux block complete 5 HTM, 20 HTM
B’ R F’ B// Edge insertion 4 HTM, 24 HTM
R’ U R U2 R’ U R// F2L pair 7 HTM, 31 HTM
y2 R U2 R2 U’ R2 U’ R2 U2 R// Chameleon Headlight 9 HTM, 40 HTM
y F2 U L R’ F2 L’ R U F2// U Perm 9 HTM, 49 HTM
U’// AUF 1 HTM, 50 HTM
Of course, there was a edge OLL skip, and an accidental COLl, but I believe this method could be optimised further with better block building at the start, D layer EO influencing and forced edge OLL skips.
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Yeah, the edge thing takes up too many moves...I believe i understand this. Also, really cool method! I think what you could also do is instead of inserting edges and then do F2L pair you could just insert a pseudo pair or just insert the edge and then do tols.
would it be at all beneficial to solve eo before the last tripod 2x2x1? It would make the block a bit more efficient and reduce the alg count, but I don't know how much good it would do.One of the problems that 2-gen redux methods have is that the 2-gen part of the solve is actually not that efficient. Traditional method (ZZ/Petrus F2L+2GLL) gives you something like 28~30 moves(13~15 for F2L, 14.65 for 2GLL (13.15 for algs+AUF)), when the average optimal is around 16~17. So I'm trying to find better alternate method that could finish the solve in <25 moves consistently.
One of the better methods I've come up with is this: Solving tripod(two 2x2x1 blocks - one on DBR and the other on U) and then solving the rest with 1 algorithm. (~300 algs in total) The latter part seems to be slightly better or at least equal to normal 2GLL in both movecount and ergonomics, and some of the algs are really short and nice (~9-12 moves) because of the open FR slot. Also making tripod does solves 1 more piece than F2L, but you have 4 different options for block on U and blockbuilding could be easier as well because of, again, the open slot.
That being said, it would only save only 2 moves at absolute best which is not sufficient to be under 25 moves, of course. And any other stuff I've found couldn't really top this, either. That's why I posted here - I want to hear some new possible ideas from other people. What do you guys think about it? Are there any good 2-gen solving method you can think of? Or do you think it would be impossible to meet a such goal?
But moves isn't the only thing that counts, some moves are less efficient than others. I've been trying to find splits for F2B compared to Cross + F2L for an average solver, but I can't find them.CFOP movecount:
Cross, F2L, OLL, PLL
Roux movecount:
FB, SB, CMLL, LSE
Your method: FB, SB, something something, OLL, PLL.
It seems to me that the 2-3 moves that you'd be doing more when doing cross right away would be less than 'something something'.![]()
Has anyone ever suggested 3/4 cross with missing one in front, F2L(made rotationless and more efficient because the M slice is almost free), CxLL?(Doesn’t need to preserve EO, but the M slice isn’t completely free), L5E(EO is only 5 cases because on solved edge in DB, the rest can be done using one of 16 algs{4 are EPLL, and all except the 5 cycles can be EPLL with setup moves})(or you could do L5EOP and EPLL)(or FD and ELL)Everyone has made that suggestion before a=nd everyone realises that it's worse than CFOP and it's worse than Roux. F2L is pretty fast anyway, and you're removing the benefits of CMLL+LSE for a worse system.
Source:https://lar5.com/cube/fas2.htmlYou have three corners to choose from. It's important to pick the easiest, just like in step 1.